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Engaging The Customers Through Social Mobile Appli
Engaging The Customers Through Social Mobile Appli
Engaging The Customers Through Social Mobile Appli
Volume 17 Issue 1
Article 4 January-June 2022
6-30-2022
Muhammad Rizwan
Bahauddin Zakariya University, Multan, Pakistan
This work is licensed under a Creative Commons Attribution 4.0 International License.
Recommended Citation
Zaheer, N., & Rizwan, M. (2022). Engaging the customers through social mobile application experience.
Business Review, 17(1), 69-84. Retrieved from 10.54784/1990-6587.1472
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https://ir.iba.edu.pk/businessreview/vol17/iss1/4
DOI: 10.54784/1990-6587.1472
Abstract This paper aims to investigate the customer experience and postpur-
chase behavior in the mobile application environment. This study is experimen-
tal with a quantitative approach. Two hypothetical mobile apps were developed;
social-focused and information-focused. Data was collected by surveying 400 on-
line shoppers and, analyzed by employing SEM and multi-group analysis tech-
niques using Amos. Results suggest that a mobile app that is socially focused
enhances the customer experience and customer engagement behavior respec-
tively. Next, the need for touch provides boundary conditions between customer
experience and customer engagement behavior. Behavioral experience can be en-
hanced by improving online customer experience with the help of atmospherics
have implications for the retailers. Social mobile apps with richer media experi-
ence reduce the uncertainties and lead towards customer engagement behavior.
Two real mobile applications were developed based on richer media experience
focusing on social elements and limited media experience focusing only on in-
formation. Studies are limited to cognitive and affective experience. This study
also focused on social presence and sensory appeal with cognitive and affective
dimensions. Customer engagement behavior was studied in depth.
Keywords m-commerce, online customer experience, Customer engagement
behavior, social mobile apps, multi-group analysis, need for touch
1 Introduction
Muhammad Rizwan
Bahauddin Zakariya University
E-mail: mriz@bzu.edu.pk
*corresponding author
2 Literature review
This study adopts a stimulus organism and response model. This model asserts
that certain stimuli such as atmospherics influence cognitive and affective state
termed organism and affects response (Mehrabian and Russell 1974). So, this
study uses the S-O-R model, design elements (stimuli), customer experience (or-
ganism), and customer engagement behavior (response). The S-O-R model is a
theoretical framework for understanding customer intentions and behavior (Hsu
In a physical retail environment, customers can ask directly about the prod-
uct information from the seller. In e-commerce, its a challenge to discover in-
formation from different sources (Richard et al 2010). It is affirmed that com-
Entertainment is one of the crucial reasons for using the mobile app (Ho and
Syu 2010). In online retailing, cues such as color, fonts, graphics, and, product
presentation make the website entertaining. (Wu et al 2014). The entertainment
of a website has a positive influence on online shoppers (Hsieh et al 2014). So,
the entertainment of a mobile app helps in creating customer experience and is
included in the study as a dimension of customer experience. Online retailing is
attributed to a limitation of human and social features which is a barrier to the
growth of e-commerce (Choi 2016). In the online environment, social presence
can be created using pictures, software-generated talking faces, virtual agents,
and online reviews (Mimoun and Poncin 2015). The Online environment has a
limitation on sensory experience (Bleier et al 2019). Sensory experience can be
stimulated using images and videos (Elder et al 2017). It increases perception
about the product and leads towards intention to purchase (Gentile et al 2007).
private response, and response to some third party. Complaining to the com-
pany is attributed to voice response. Response in the form of negative word of
mouth is termed the private response. Taking some legal action is complaining
to the third party (Mei et al 2019; Singh 1988). The focus of the present study
is internal response to service and external response to service. Based upon the
discussion above the following hypothesis can be formed to explore the influence
of online customer experience on customer engagement behavior.
H6 : The need for touch provides a boundary condition between online cus-
tomer experience and customer engagement behavior.
3 Methodology
conditions on the dependent variable (Sekaran and Bougie 2016). The exper-
iment design which is full factorial is complex, laborious and, needs a large
number of experiments to conduct. We used Taguchi 1986 orthogonal array
Which reduces the number of cells that are required (Davis and John 2018).
We need 68 cells; 17 combinations of design elements per product * 2 products
* 2 firms. It has been confirmed that the use of experiments in the context of
mobile apps enhances realism which leads to better quality results (Kumar et al
2018). Further, experiment designs using mobile apps have been studied in the
past (Kumar et al 2018). They found that using experiments they collected data
close to the real feelings.So, experiment design is employed in the present study
to get data close to real. Then, we selected the sample size. The sample size
was selected based on the 10 rules of thumb (Hair et al 2014). The total sample
should be 10 times greater than the number of items. So, a 50*10=500 sample
size was selected for the study.
3.3 Demographics
The target audience for the study is male and female students of the university
familiar with mobile apps. There were 420 responses we received. In the data
cleaning process, we eliminated 20 responses for accuracy. The responses were
deleted due to missing data, the respondents did not fill out the questionnaire
completely (Sekaran and Bougie 2016). Out of 400 responses, 201 responses were
from the experimental group and 199 from the control group. The demograph-
ics of the study include 200 respondents male and female each. Qualification
includes Bachelors 121, Masters 116, MPhil 116, and 47 Ph.D. scholars. Further
their age group; Less than 20 years 120, 21-30 Years 168, 31-40 years 75, 41-50
years 37. The demographics of the study are presented in table 2.
Table 2: Demographics
Experimental Group Frequency Control Group Frequency
Gender Gender
Male 96 Male 110
Female 105 Female 89
Education Education
Bachelors 60 Bachelors 61
Master 70 Master 46
M-phill 60 M-phill 56
Phd Scholars 11 Phd Scholars 36
Age Age
Less than 20 59 Less than 20 61
21-30 89 21-30 79
31-40 40 31-40 35
41-50 and above 13 41-50 and above 24
Scales from previous literature were used in the survey. Items adopted for in-
formativeness (Luo 2002), entertainment (Hausman and Siekpe 2009), social
presence (Gefen and Straub 2003), sensory appeal (Jiang and Benbasat 2007),
repurchase intention (Wu et al., 2014), electronic word of mouth (Yoo and Gret-
zel 2008) customer complaint behavior (Zeithaml et al 1996), and auto-telic need
for touch (Peck and Childers 2006). Table 4.2 exhibits the model fitness of the
study
In the first step, we assessed the psychometric attributes of the scale. We mea-
sured the reliability of the scale all values were above 0.7 and within a satisfac-
tory range. Then AVE was computed to assess convergent validity. All values
are above 0.5 and accepted. Next Discriminant validity is achieved. Results are
in the satisfactory range (Civelek 2018).
77
Engaging the customers through social...
https://ir.iba.edu.pk/businessreview/vol17/iss1/4
DOI: 10.54784/1990-6587.1472
Control group
The results of the control groups show that there is a significant and positive
influence of entertainment, social presence, and sensory appeal on repurchase in-
tention. Informativeness social presence, and sensory appeal with e-wom. Next,
informativeness and sensory appeal with complaint behavior. However, there
is no support for informativeness and repurchase intention and entertainment
with e-wom and CCB.
Metric invariance was executed to check the group difference. As we have two
groups, one is an informational-focused app and the second is a social-focused
mobile app. Multi-group analysis or between-group analysis use to know the
significant difference among groups (Byrne 2004). The analysis was performed
using Amos. The chi-square difference between groups is not significant. So, we
can conclude that the information app is different from the social app. Table 6
presents the findings of the Metric invariance analysis. The results of the multi-
group analysis exhibit that both groups are significantly different from each
other.
Unconstrained 1905 6
Fully constrained 1930 18
Total group 2
Group difference 33.464 24 0.095 N0
Hayes process macro was used to measure the boundary condition need for
touch. It is a simple tool to calculate results with fewer efforts (Hayes et al
2017). Model no 1 was used to assess the moderating influence. The output is
presented in table 7. The findings of this study demonstrate that NFT provides
boundary conditions between customer experience dimensions and customer
engagement behavior dimensions.
4.5 Discussion
mobile app with richer media has more influence on customer experience and
customer engagement behavior. It suggests that people while using the mobile
app are more motivated by experience rather than only information. It means
only product pictures and videos and text related to information only doesnt
enhance their purchase intention. Rather, with text, pictures, and video retail-
ers can add picture crop, picture of recommendation agent, use of the product,
and other elements which enhance the experience. Further, this rich experience
influences sensory appeal and social presence which in turn leads to repurchase
intention from the store, spreading the word of mouth, and complaint behavior.
This research effort has made some contributions. First, findings affirmed
that design elements of the mobile application with richer media experience
have a significant and positive influence on customer behavior. These findings
are similar to the past findings in the mobile app context (Kumar et al 2018; Lee
and Kim 2019). This finding has implications for the retailer to design the app
page that is entertaining and influences the sensory and social appeal for com-
pensation of risks in online shopping.Second, it has investigated, the influence of
mobile app-based customer experience on customer engagement behavior. Re-
search efforts are limited to studying customer experience as a uni-dimensional
construct. This study provided a theoretical contribution by studying it as a
multi-dimensional construct (Bleier et al 2019). This finding has implications
for the retailer that they should evoke multiple experiences through atmospher-
ics rather than single. This enhanced experience causes the user to stay on the
page.
Third, most of the studies in the past were focusing measuring experience
using existing mobile apps. This study has made the contribution that we have
developed real mobile apps to measure real responses. Fourth, the need for touch
provides moderation. The effect is larger for qualities such as social presence and
sensory appeal, but less so for informativeness and entertainment, according
to the findings. We can conclude that knowledge is less crucial for experience
products, whereas other signals such as social presence and sensory appeal are
more important (Maity and Dass 2014).
The present study is not free from limitations and that should be addressed
in the future. The study was conducted in a lab setting. It lacks external va-
lidity. Further, it has focused only on two products apparel and mobile phone.
Future research might be conducted to study other products. The influence
of customization based on contents customized to location can be investigated
further. Another main limitation of the study is it took design elements as ex-
perimental stimuli. There is a need to understand which design element has a
relatively greater influence on customer experience and in turn customer en-
gagement.
5 Conclusion
This study aims to examine the role of design features in enhancing experi-
ence and customer engagement behavior. Further need for touch provides the
boundary condition between the influence of customer experience and customer
engagement behavior. Pakistan is an emerging economy and population-wise
fifth country. The past few years have witnessed the rapid growth of technology
applications and mobile customers. This increasing trend motivates researchers
and managers to know what motivates customers to purchase from the mobile
app. What type of experience is required to engage customers (Hanif et al 2021;
Molinillo et al 2020). This study will be helpful for the retailer to design a mobile
app that is having rich media experience which will enhance customer experi-
ence and leads to engagement behavior. Further, a richer media experience will
mitigate the need for touch in an online environment.
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